Example #1
0
        public void Dying()
        {
            List <Soldier> soldiers = FindOpponentSoldiers(mark, position, (s) =>
            {
                return(withinCircleArea(position, attackArea, s.position));
            });

            for (int i = 0; i < soldiers.Count; i++)
            {
                soldiers[i].Hurt(damage, hurtType, false, this);
            }

            debuffHandler.Destory();
            buffHandler.Destory();

            RenderMessage message = new RenderMessage();

            message.type      = RenderMessage.Type.CrystalCarDestroy;
            message.ownerId   = id;
            message.direction = direction.vector3;
            message.arguments.Add("mark", mark);
            PostRenderMessage(message);

            ChangeState(CrystalCarState.DEATH, fsmDead);
        }
Example #2
0
        public virtual void Dying()
        {
            ChangeState(NpcState.DYING, fsmDying);

            debuffHandler.Destory();
            buffHandler.Destory();

            RenderMessage renderMessage = new RenderMessage();

            renderMessage.type    = RenderMessage.Type.NpcDeath;
            renderMessage.ownerId = id;

            PostRenderMessage(renderMessage);
        }
Example #3
0
        public void Dying()
        {
            RenderMessage message = new RenderMessage();

            message.type      = RenderMessage.Type.DemolisherDestroy;
            message.ownerId   = id;
            message.direction = direction.vector3;
            message.arguments.Add("mark", mark);
            PostRenderMessage(message);

            debuffHandler.Destory();
            buffHandler.Destory();

            ChangeState(DemolisherState.DEATH, fsmDead);
        }